* Currently, the liquid effect is applied to the entire area encompassed by the LiquidNode (including empty space). In SpriteKit, an EffectNode's effect is applied to the smallest rectangle that can be drawn to encompass all of it's children. This means that if you have a single liquid particle in each corner of the screen, the filter algorithm will run for the entire screen, even though there isn't much liquid to affect. This can be optimized by only running the filter on clumps of nodes that are close enough for their blurs to interact (including single nodes). I might get around to this.
0 commit comments